Mezzo Game System - Playtester's Wanted
Shimera9:
Good news, everyone. Mezzo is now in it's second round of playtesting. The rules are have undergone some minor change, but everything in there should be familiar to those who read the first document. The biggest change was actually restructuring and rewriting to make things easier to understand. I've also switch to presenting many of the rules in a more standardized trait block format. Another added bonus of this version of the optional rules for using just 6-sided dice if desired.
The complete playtest document can be found here.
Shimera9:
I just wanted to let folks know I've added a new page to the blog to hold my Mezzo playtest materials (http://dancingchimera.wordpress.com/mezzo-game-system/). The page holds links to the playtest rules, a new quick reference guide, and a list of set ups for quick starting a game. I'll probably be using those set ups form some play-by-post testing. I know there's a play by post section on rpg.net, but I haven't tracked one down on this forum yet.
Ron Edwards:
Hiya,
One thing that's received a lot of design attention across many games, but perhaps not enough explicit discussion, is the relationship between available ideas (Terms in your case) and relevant, enjoyable concepts introduced into play.
Some games add to a growing list of terms by drawing upon material that has been introduced strictly verbally. Others do the opposite, using a list (or in some cases like yours, a deck of cards or slips of paper to draw) as a resource, then drawing upon the list for stuff to bring into play.
Your game clearly uses the latter technique, which is fine on its own, but there are two more variables, or perhaps dials, to consider.
Sometimes the relationship is quite formal and the in-game impact has mechanical power, and other times the effect is "softer," i.e., expressed only in fictional terms without numerical consequences. And that contrast is actually independent of whether the terms' use is obligatory or optional.
For instance, in Mars Colony, the Fear cards sit on the table as a source of inspiration - and that's it. So their impact is both soft and optional. People accustomed to more quantitative and obligatory methods are sometimes confused by that. Whereas people more accustomed to the lighter, more optional touch can find the opposite methods jarring and interfering.
Where does your design fit into this scheme? Thinking at the extreme ends of each dial, the choices are:
Quantitative impact, obligatory use
Quantitative impact, optional use
Qualitative impact, obligatory use
Qualitative impact, optional use
Best, Ron
Shimera9:
I'd say the seed deck acts as a "Quantitative impact, optional use" case. It's an add on, so it's hardly required. However, it does introduce a sort of mini-game of chaining ideas with other players to increase your in game resources.
You can gain those resources other ways (such as resolving plot hooks). As such, pursuing the mini-game simply increases the rate you accumulate them at. On the other hand, another player will gain that reward when you do, so your relative advantage in doing so is somewhat mitigated. That being said those who participate do gain a tactical advantage. Of course, to gain that advantage they have to build off what others do, so they can't exactly push for total narrative control.
Shimera9:
Now that the play-test doc is out, I've got two projects in mind to help support it. The first is a "choose your own adventure" style tutorial adventure. It would be basically a single player walk through that highlights the game mechanics. I believe I've seen that done in both D&D and GURPS. This may provide some good starter material. However, it's also a fairly large project as I need to sketch out an entire branching plot.
The other project is a one shot scenario, most likely with a murder mystery theme. The genre seems well suited to thing like emergent characters and the seed deck, as those support finding out new things about characters over time.
Any suggestions on either of those? I know I'll want to do more research on the murder mystery conventions as I'll want to get the right balance on the seed deck. I know motive and means should be two major elements, but I want to make sure I'm not missing any other big ones.
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